Skip to main content

solverforge_solver/heuristic/selector/
ruin.rs

1/* Ruin move selector for Large Neighborhood Search.
2
3Generates `RuinMove` instances that unassign subsets of entities,
4enabling exploration of distant regions in the solution space.
5
6# Zero-Erasure Design
7
8Uses `fn` pointers for variable access and entity counting.
9No `Arc<dyn Fn>`, no trait objects in hot paths.
10
11# Example
12
13```
14use solverforge_solver::heuristic::selector::{MoveSelector, RuinMoveSelector};
15use solverforge_solver::heuristic::r#move::RuinMove;
16use solverforge_core::domain::PlanningSolution;
17use solverforge_core::score::SoftScore;
18use solverforge_scoring::{Director, ScoreDirector};
19use solverforge_core::domain::SolutionDescriptor;
20use std::any::TypeId;
21
22#[derive(Clone, Debug)]
23struct Task { assigned_to: Option<i32> }
24
25#[derive(Clone, Debug)]
26struct Schedule { tasks: Vec<Task>, score: Option<SoftScore> }
27
28impl PlanningSolution for Schedule {
29type Score = SoftScore;
30fn score(&self) -> Option<Self::Score> { self.score }
31fn set_score(&mut self, score: Option<Self::Score>) { self.score = score; }
32}
33
34fn entity_count(s: &Schedule) -> usize { s.tasks.len() }
35fn get_task(s: &Schedule, idx: usize) -> Option<i32> {
36s.tasks.get(idx).and_then(|t| t.assigned_to)
37}
38fn set_task(s: &mut Schedule, idx: usize, v: Option<i32>) {
39if let Some(t) = s.tasks.get_mut(idx) { t.assigned_to = v; }
40}
41
42// Create selector that ruins 2-3 entities at a time
43let selector = RuinMoveSelector::<Schedule, i32>::new(
442, 3,
45entity_count,
46get_task, set_task,
47"assigned_to", 0,
48);
49
50// Use with a score director
51let solution = Schedule {
52tasks: vec![
53Task { assigned_to: Some(1) },
54Task { assigned_to: Some(2) },
55Task { assigned_to: Some(3) },
56],
57score: None,
58};
59let descriptor = SolutionDescriptor::new("Schedule", TypeId::of::<Schedule>());
60let director = ScoreDirector::simple(
61solution, descriptor, |s, _| s.tasks.len()
62);
63
64let moves: Vec<_> = selector.iter_moves(&director).collect();
65assert!(!moves.is_empty());
66```
67*/
68
69use std::fmt::Debug;
70use std::marker::PhantomData;
71
72use rand::rngs::StdRng;
73use rand::{RngExt, SeedableRng};
74use smallvec::SmallVec;
75use solverforge_core::domain::PlanningSolution;
76use solverforge_scoring::Director;
77
78use crate::heuristic::r#move::RuinMove;
79
80use super::MoveSelector;
81
82/// A move selector that generates `RuinMove` instances for Large Neighborhood Search.
83///
84/// Selects random subsets of entities to "ruin" (unassign), enabling a construction
85/// heuristic to reassign them in potentially better configurations.
86///
87/// # Type Parameters
88/// * `S` - The planning solution type
89/// * `V` - The variable value type
90///
91/// # Zero-Erasure
92///
93/// All variable access uses `fn` pointers:
94/// - `getter: fn(&S, usize) -> Option<V>` - gets current value
95/// - `setter: fn(&mut S, usize, Option<V>)` - sets value
96/// - `entity_count: fn(&S) -> usize` - counts entities
97pub struct RuinMoveSelector<S, V> {
98    // Minimum entities to include in each ruin move.
99    min_ruin_count: usize,
100    // Maximum entities to include in each ruin move.
101    max_ruin_count: usize,
102    // Random seed for reproducible subset selection.
103    seed: Option<u64>,
104    // Function to get entity count from solution.
105    entity_count: fn(&S) -> usize,
106    // Function to get current value.
107    getter: fn(&S, usize) -> Option<V>,
108    // Function to set value.
109    setter: fn(&mut S, usize, Option<V>),
110    // Variable name.
111    variable_name: &'static str,
112    // Entity descriptor index.
113    descriptor_index: usize,
114    // Number of ruin moves to generate per iteration.
115    moves_per_step: usize,
116    _phantom: PhantomData<fn() -> V>,
117}
118
119impl<S, V: Debug> Debug for RuinMoveSelector<S, V> {
120    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
121        f.debug_struct("RuinMoveSelector")
122            .field("min_ruin_count", &self.min_ruin_count)
123            .field("max_ruin_count", &self.max_ruin_count)
124            .field("moves_per_step", &self.moves_per_step)
125            .field("variable_name", &self.variable_name)
126            .field("descriptor_index", &self.descriptor_index)
127            .finish()
128    }
129}
130
131impl<S, V> RuinMoveSelector<S, V> {
132    /// Creates a new ruin move selector with typed function pointers.
133    ///
134    /// # Arguments
135    /// * `min_ruin_count` - Minimum entities to ruin (at least 1)
136    /// * `max_ruin_count` - Maximum entities to ruin
137    /// * `entity_count` - Function to get total entity count
138    /// * `getter` - Function to get current value
139    /// * `setter` - Function to set value
140    /// * `variable_name` - Name of the planning variable
141    /// * `descriptor_index` - Entity descriptor index
142    ///
143    /// # Panics
144    /// Panics if `min_ruin_count` is 0 or `max_ruin_count < min_ruin_count`.
145    pub fn new(
146        min_ruin_count: usize,
147        max_ruin_count: usize,
148        entity_count: fn(&S) -> usize,
149        getter: fn(&S, usize) -> Option<V>,
150        setter: fn(&mut S, usize, Option<V>),
151        variable_name: &'static str,
152        descriptor_index: usize,
153    ) -> Self {
154        assert!(min_ruin_count >= 1, "min_ruin_count must be at least 1");
155        assert!(
156            max_ruin_count >= min_ruin_count,
157            "max_ruin_count must be >= min_ruin_count"
158        );
159
160        Self {
161            min_ruin_count,
162            max_ruin_count,
163            seed: None,
164            entity_count,
165            getter,
166            setter,
167            variable_name,
168            descriptor_index,
169            moves_per_step: 10, // Default: generate 10 ruin moves per step
170            _phantom: PhantomData,
171        }
172    }
173
174    /// Sets the number of ruin moves to generate per iteration.
175    ///
176    /// Default is 10.
177    pub fn with_moves_per_step(mut self, count: usize) -> Self {
178        self.moves_per_step = count;
179        self
180    }
181
182    pub fn with_seed(mut self, seed: u64) -> Self {
183        self.seed = Some(seed);
184        self
185    }
186
187    fn create_rng(&self) -> StdRng {
188        match self.seed {
189            Some(seed) => StdRng::seed_from_u64(seed),
190            None => StdRng::from_rng(&mut rand::rng()),
191        }
192    }
193}
194
195impl<S, V> MoveSelector<S, RuinMove<S, V>> for RuinMoveSelector<S, V>
196where
197    S: PlanningSolution,
198    V: Clone + Send + Sync + Debug + 'static,
199{
200    fn iter_moves<'a, D: Director<S>>(
201        &'a self,
202        score_director: &'a D,
203    ) -> impl Iterator<Item = RuinMove<S, V>> + 'a {
204        let total_entities = (self.entity_count)(score_director.working_solution());
205        let getter = self.getter;
206        let setter = self.setter;
207        let variable_name = self.variable_name;
208        let descriptor_index = self.descriptor_index;
209
210        let min = self.min_ruin_count.min(total_entities);
211        let max = self.max_ruin_count.min(total_entities);
212        let moves_count = self.moves_per_step;
213
214        // Pre-generate subsets using RNG
215        let mut rng = self.create_rng();
216        let subsets: Vec<SmallVec<[usize; 8]>> = (0..moves_count)
217            .map(|_| {
218                if total_entities == 0 {
219                    return SmallVec::new();
220                }
221                let ruin_count = if min == max {
222                    min
223                } else {
224                    rng.random_range(min..=max)
225                };
226                let mut indices: SmallVec<[usize; 8]> = (0..total_entities).collect();
227                for i in 0..ruin_count {
228                    let j = rng.random_range(i..total_entities);
229                    indices.swap(i, j);
230                }
231                indices.truncate(ruin_count);
232                indices
233            })
234            .collect();
235
236        subsets.into_iter().map(move |indices| {
237            RuinMove::new(&indices, getter, setter, variable_name, descriptor_index)
238        })
239    }
240
241    fn size<D: Director<S>>(&self, score_director: &D) -> usize {
242        let total = (self.entity_count)(score_director.working_solution());
243        if total == 0 {
244            return 0;
245        }
246        // Return configured moves per step (not combinatorial count)
247        self.moves_per_step
248    }
249
250    fn is_never_ending(&self) -> bool {
251        // Random selection means we could generate moves indefinitely
252        false
253    }
254}